Despite having run a large-scale 40k battle at least once a year, I still don’t seem to fully have a hang of the task. Perhaps this is a good thing, if the alternative would being complacent and likely unprepared. I think the main issue is the feeling of steering the whole scenario alone this time round and not having a distinct list of what I’ll be taking to play with.

Unless you’ve been in space or far away from technology, you’ve heard the rumours about a new version of 40k. The stores have removed stock, the web store is showing no availability – it can only mean one thing. Or maybe two. We’re getting a new book, but is it version 6.5 or version 7. Does it really matter? You’re going to get a new book either way.

On 17th May the Big Cap Battles team will be playing Operation Ironclad. Like its namesake, this scenario will be a naval and air assault on a fortified island, involving Eldar, Tau, Orks and various Imperial footprints.

Alongside the game, there’s a competition being run for best Ork boat! As everyone has taken the effort to make all manner of naval vehicles for Orks (and some Eldar) it became evident that we needed some rules for them. So, I present the v1.0 rules for a selection of custom Ork vehicles and related rules.

Knights have been around for three decades in the Warhammer 40,000 universe and until this week their background material has been quite thin. An article in White Dwarf 126 and some basic information in the classic Epic supplements. Graham McNeil brought them back into the mainstream with the Knights of Taranis in the Horus Heresy novel, Mechanicum (6 years ago!).